Eve O Mod

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Re: Eve O Mod

Postby Tezcatlipoca on Wed Jul 21, 2010 5:39 am

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The Catalyst
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Re: Eve O Mod

Postby Tezcatlipoca on Wed Jul 21, 2010 5:40 am

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Re: Eve O Mod

Postby Tezcatlipoca on Wed Jul 21, 2010 5:41 am

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The Exequror
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Re: Eve O Mod

Postby Tezcatlipoca on Wed Jul 21, 2010 6:05 am

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The Thanatos
my favourite carrier^^
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Re: Eve O Mod

Postby Tezcatlipoca on Wed Jul 21, 2010 6:10 am

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The Thanatos with my new damagetextures
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Re: Eve O Mod

Postby Thunderbird on Wed Jul 21, 2010 10:49 am

sweeeeeeeeeeeeeeeeeeeeeeet :-D
yeah,i guess im still Gallente deep inside ^^

will you be including supercarriers?
i know that kind of brings the issue of size,but Nyx really looks awesome from top-down view
and keep up the good work,im excited like a little kid :P
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Re: Eve O Mod

Postby Lonestar on Thu Jul 22, 2010 7:36 pm

heh I have been workign on my own with the ships. *evil grin* Can you name them all??
Image
the fighters are kinda hard to make out, and then Larger ships STILL need work but I have them in-game. Yes The phoniex IS packing Citidel cruiser (megaton) and citidel torpedo(other) launchers.

Do you like the size differance between the ships?? I have ALL the caldari ships done, But just trying to make them look better and also try to render them in autodesk But I'm still learning out that dang program.

_____________________________________________________________________________________________________________________________________________

Edit: Hey all I had a nice long post here and then I lost it all so i'm going to have to remake it the best I can, so anyway. I have a new leviathan picture that not all messed up. Also I've decided to go ahead and start to work on the missles and hybrid turrets of the Caldari. But I have ZERO skill in modding the turrets for GSB, so if you can send me a how-to or post a quick one on here that would be epic.

Just a FYI I'm going to try and balance this out between range and damage. For example blasters are high-damage short range(under 600), rails will be medium range( under 1000), middle range damage, and then the missles are going to be your reach out and touch someone, and are in two types short-range(under 800), high damage and long range (1000 to 1400) low damage. I think that I will go with special Caldari only shields that incress both restance and regenaration, standard armor, and hull. Once I get this all done and ballanced I'll move on to the next race and so forth untill i have all 4 done and ballanced. Then I will attempt to get better image files, Or if you are doing them or have a place were I can get epic top down pitcures that would be perfect. I would get them stright from eve-online itself but I have no internat and my sub ran out. what I have is Tri-exporter and thats how I'm getting it out now, google it if you want to know more.
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Re: Eve O Mod

Postby Thunderbird on Fri Jul 23, 2010 11:40 am

personally i like what i see :-)
just please try to balance it out as EVE intended... by that i mean 4 separate weapon/defence systems and strategies for each race that are more or less equal to their counterparts :-D
i know thats gonna be hard but meh.... please? :-)
When you reach the end of your journey, the only thing that really matters is the journey itself. -Taoist saying
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Re: Eve O Mod

Postby Lonestar on Fri Jul 23, 2010 7:28 pm

Heh, um I think we need to get together and each make two races and then pull our work together and then we can have a complete Eve-online mod whatca think Tezcalipoca? I will admite off hand that I have to rework a LOT of my damaged effects as right now there just random colors of red, orange, and yellow.

I'll work on the Caldari and the Ammar, if you work on the Gallentte and Minamatar?
And I have been thinking Maybe tossing in another race and use the sleeper, jove, and concord models I can pull outa Eve-online with tri-exporter. Or have a race wthat is realy powerful, but only has one model fighter, frigate, crusier, as i think thats what I'll do with the Jove, and Concord ships heh. Maybe as a side project of choise.

Also Cliffski Are we allowed to make a total conversion mod, were it is only the ships and modules we create as in it edited the files in such a manner to remove the Races that you created. Or will that be going too far since the game is really easy to just expand on.

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Re: Eve O Mod

Postby Thunderbird on Sat Jul 24, 2010 12:15 am

a total conversion would be meaningless in GSB
also,if you would rework the stock modules,all you would do is discourage people to use the mod... alot of people have several mods active at the same time and want them to be compatible

also,are you guys gonna implement active armor tanking? please? :P
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Re: Eve O Mod

Postby Lonestar on Sun Jul 25, 2010 8:53 pm

Thunderbird wrote:a total conversion would be meaningless in GSB
also,if you would rework the stock modules,all you would do is discourage people to use the mod... alot of people have several mods active at the same time and want them to be compatible

also,are you guys gonna implement active armor tanking? please? :P


Armor tanking isn't that a real good armor repair with a lot of nano's and a fast repair rate??

As for the Shiled and Armor tanking I realy do not know how to do that other than making the shields temselfs have a higher restance, and better recharge over the standard ones. And for armor taking I think the best beat will be stronger restance armor, and a faster repairing armor repair module with a large supply of supplys.
As for hull tanking thats already there in terms of the autorepair module, BUT that also first repaires armor and will run out before the hull starts to take damage so untill there is a way to make them ONLY active once you start taking hull damage and not armor, it wil kinda worthless. Also I have noted that if you have an armor repair and a normal repair the normal repair is used up BEFORE the armor repair witch to me make no sence at all. Anyways I have found out how to make new turrets and are pushing forward with the rails and missles.

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Re: Eve O Mod

Postby Thunderbird on Sun Jul 25, 2010 10:23 pm

cool
well,if it wont work,just do some GSB-ing on it and do it for shields/armor like all the rest of the "original GSB theme" balancing is
EVE and GSB systems arent really compatible anyway thanks to the passable shield bubbles...
do what you can but if it wont work propertly or will be out of balance just screw it and do the balancing evenly
When you reach the end of your journey, the only thing that really matters is the journey itself. -Taoist saying
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Re: Eve O Mod

Postby Lonestar on Thu Jul 29, 2010 8:54 pm

edit: whoops accidently deleted my post somehow.

Update:
The Caldari now have 3 rails for each class, fighter, frgate and cruiser. All three are taken right from eve itself thanks to tri-exporter. They are real dark and I might redo them the get them a little brighter. I'm going to have to work a little more on the missles as I can not find good smaller missile's within eve itself, as they normaly just fire from the center of the ship. I'm also thinking and making the missile turrets be invisable and recreate that feel as I like the idea of them shooting off the bays or just maybe make a turret with a box on it that the missile launch from. Anyways I'm going to head off to eve-o fourms and grab the stats for the rails, and the missles.

Ok I have reworked most of the rails and this is the list I have of them with there eve-online stats and what I have in GSB inside the ( ), except the Trackingspeed / Accuracy (tracking) that is at the end of the current with no ( ).

Code: Select all
small hybrid

75mm Gatling Rail I
A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.

Structure Hitpoints 40 HP     (hitpoints 40)
Mass 200 kg        (weight 10)
powergrid usage 2 MW     (power 1)
Rate of fire 2,600 s        (refire 520)
Damage Modifier 1.5 x     (damage 7.5)
Accuracy falloff 3 km     (min range 100)
Optimal Range 6 km     (max range 600)
Trackingspeed / Accuracy 0.13 rad/sec  13/4=3.25

125mm Railgun I
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.

Structure Hitpoints 40 HP     (hitpoints 40)
Mass 50 kg        (weight 16)
powergrid usage 7 MW     (power 3)
Rate of fire 3,250 s        (refire 640)
Damage Modifier 2 x     (damage 10)
Accuracy falloff 5 km     (min range 60)
Optimal Range 9 km     (max range 400)
Trackingspeed / Accuracy 0.085 rad/sec  8.5/4=2.125

150mm Railgun I
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance.This results in a fairly rapid drop in accuracy at extreme ranges.

Structure Hitpoints 40 HP     (hitpoints 40)
Mass 50 kg        (weight 25)
powergrid usage 10 MW     (power 5)
Rate of fire 4,250 s        (refire 840)
Damage Modifier 2.75 x     (14 damage)
Accuracy falloff 6 km     (min range 20)
Optimal Range 12 km     (max range 200)
Trackingspeed / Accuracy 0.07 rad/sec  7/4=1.75


Meduim hybrid

Dual 150mm Railgun I
This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.

Structure Hitpoints 40 HP     (hitpoints 80)
Mass 175 kg        (weight 30)
powergrid usage 80 MW     (power 40)
Rate of fire 3,900 s        (refire 780)
Damage Modifier 1.5 x     (damage 30)
Accuracy falloff 6 km     (min range 500)
Optimal Range 12 km     (max range 1400)
Trackingspeed / Accuracy 0.042 rad/sec  4.2/4=1.05*1.5= 1.575

200mm Railgun I
The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.

Structure Hitpoints 40 HP     (hitpoints 80)
Mass 50 kg        (weight 40)
powergrid usage 180 MW     (power 90)
Rate of fire 4,875 s        (refire 970)
Damage Modifier 2 x     (damage 40)
Accuracy falloff 6 km    (min range 300)
Optimal Range 18 km     (max range 1000)
Trackingspeed / Accuracy 0.028 rad/sec  2.8/4=0.7*1.5=1.05

250mm Railgun I
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.

Structure Hitpoints 40 HP     (hitpoints 80)
Mass 50 kg        (weight 50)
powergrid usage 225 MW     (power 112)
Rate of fire 6,375 s        (refire 1270)
Damage Modifier 2.75 x     (damage 55)
Accuracy falloff 12 km     (min range 100)
Optimal Range 24 km   (max range 600)
Trackingspeed / Accuracy 0.023 rad/sec  2.3/4=0.575*1.75=1.00625


Large hybrid

Dual 250mm Railgun I
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.

Structure Hitpoints 40 HP     (hitpoints 120)
Mass 1,500 kg        (weight 300)
powergrid usage 1,250 MW     (power 125)
Rate of fire 5,850 s        (refire 1170)
Damage Modifier 1.5 x     (damage 75)
Accuracy falloff 12 km     (min range 600)
Optimal Range 24 km     (max range 1800)
Trackingspeed / Accuracy 0.0175 rad/sec  1.75/4=0.4375*2.25=0.984375

350mm Railgun I
The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.

Structure Hitpoints 40 HP     (hitpoints 120)
Mass 500 kg        (weight 400)
powergrid usage 1,875 MW     (power 185)
Rate of fire 7,313 s        (refire 1600)
Damage Modifier 2 x     (damage 100)
Accuracy falloff 20 km     (min range 400)
Optimal Range 36 km     (max range 1500)
Trackingspeed / Accuracy 0.01167 rad/sec  1.167/4=0.29175*2.25= 0.6564375

425mm Railgun I
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.

Structure Hitpoints 40 HP     (hitpoints 120)
Mass 750 kg        (weight 500)   
powergrid usage 2,500 MW     (power 250)
Rate of fire 9,563 s        (refire 2000)
Damage Modifier 2.75 x     (damage 140)
Accuracy falloff 24 km     (min range 200)
Optimal Range 48 km     (max range 1000)
Trackingspeed / Accuracy 0.009625 rad/sec  0.9625/4=0.2407*2.25= 0.60175


Extra large hybrid

Dual 1000mm Railgun I
One of the largest weapons currently in existence, this massive railgun is designed for extended sieges of stationary installations and other large targets.

Structure Hitpoints 40 HP     (hitpoints 160)
Mass 750 kg        (weight 600)
powergrid usage 125000 MW     (power 10000)
Rate of fire 14345 s     (refire 3000)
Damage Modifier 5.3 x     (damage 500)
Accuracy falloff 24.50 km    (min range 550)
Optimal Range 96 km     (max range 2000)
Trackingspeed / Accuracy 0.001925 rad/sec  0.1925\4=0.0485625*10=0.485625   


That is the basics for the rails of the Calrari yes yes its not the WHOLE code but just what is inside Eve-online ad how i have converted it. I still feel that the refire needs to be longer as the rails are quite powerful still based on the damage of the ammo i found out that the gun damage mod times the base ammo damage is the end damage. Small hybrid ammo had 5 as there a damage, medium had 20, large was 50, and the x-large was 100. As for the ranges I used the lowest damage gun making it the longest range and then made the highest damage the shortest range, it made sence to me to do that. I started out at 2000 for the Dual 1000mm rails and reduced it down by 200 for each gun and then moved then around to get what I have now. I have the missles stats but have yet to start making them as I wanted to finish the rails before I worked on them. I'm thinking of making the rails do more armor damage, and having the missles do more shield damage for the cladari.

============edit=================

Is there anyone that is interested in this mod?
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Re: Eve O Mod

Postby Cosmitz on Tue Aug 10, 2010 2:13 am

*sheepishly raises a hand*
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Re: Eve O Mod

Postby Jintoboy on Tue Aug 10, 2010 3:51 am

I'd also like to see this mod happen
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